Curse Of Enchantia (Hints)
The Dungeon:
To Get Out Of This Uncomfortable Situation, You Must Scream For Help. Doing
This, A Guard Will Enter And Drop A Key. Pick It Up And Use It. Inspect Your
Cell, Especially The Right Corner Of The Screen. One Part Of The Wall Is
Loose. Push Against It, Then Pick Up The Paper Clip And Open The Door With It.
The Hallway:
The Guard Hasn't Seen You. Pick Up The Fishbowl On Your Right. Take A Look
Through The Keyhole If You're Curious. Keep Going To Your Left But Watch Out
For The Statues (Go Between Two Hits ). Don't Forget To Pick-Up The Various
Coins And Diamonds On Your Way.
The Under Water Odyssey:
Start By Wearing The Fishbowl. It Will Help You Live And You Will Make A
Happy Friend At The Same Time. On Your Right, You'll Find A Gold Coin
Good Only For The Score). Notice The Fish Stuck Inside The Bars. Pull Him
Out Of There (Push/Pull Icon) And Wait For His Return. He Will Thank You
By Giving You A Shellfish. Pick It Up And Look Around You: There's A Piece
Of Wood Laying On The Sand. Look Underneath, You'll Find A Worm. Pick It
Up And Talk To The Fish At The Counter. He Will Give You An Oxygen Bottle
In Exchange For The Worm, Then He Will Escape, Leaving You By Yourself. But
Don't Worry, The Giant Turtle Will Help You Cross The Electric Eels In
Exchange For The Shellfish. Pick Up The Stun-Gun That's In The Seaweed, And
Use It To Fight The Shark, Then Jump Over The Giant Shellfish. Use The
Stun-Gun Again, As A Crowbar This Time, To Lift The Giant Drain Plug
("Insert" Icon). This Will Take You To The Next Level.
The Caverns:
Pick-Up The Moss On Your Right, Then Look For The Button On The Wall And
Push It. Next You're Going To Have To Pick Up All The Rocks That You Can
And Bring Them To The Old Man (Two Trips Will Be Necessary, Because You
Can't Carry More Than Ten Items). After Giving Him All The Rocks, He'll
Give You A String. Explore All The Different Rooms. In The First One ,
Use The Board And The Rock To Build A Seesaw, Which You Need To Get The
Magnet, But First, You Need To Find Something To Throw You Up. For Now, Go
To The Other Rooms. On Your Way Pick Up The Gold Coin Near The Falling
Rocks. In The Next Room, Take A Look Inside The Five Holes. This Will Make
The Hairy Little Monsters Escape. Once The Cave Is Empty, Take The Branch
In The First Hole On Your Right And Go To The Next Room. Pick Up The
Computer That's Laying On The Floor And Look Inside The Hole. There's A
Spool Of Wire That You Can't Reach. Go Back To The Seesaw Room. Stand On
The Board , Throw The Computer, Then Pick Up The Magnet And Get Back To The
Previous Room (Where The Wire Is). Attach The String To The Magnet ("Build"
Icon) And Insert It Into The Hole To Recover The Wire. Return To The Mud
Monster Area And Hook Up The Wire To The Two Hooks . The Wire Will Retain
Some Mud Off The Monster. Take It And Go To The Wishing Well. Throw The
Coin Inside The Well And You'll Be Granted Three Wishes (Choose The Helmet).
Pick Up The Helmet And Go To The Falling Rocks. To Cross Them , Wear The
Helmet. At The Bottom Of The Well Climb In The Bucket ("Jump" Icon), Then
"Build" These Items : The Moss, The Mud, And The Branch To Form A Mask
That You'll Wear To Get Out Of The Caverns. Outside, You'll Be Attacked By
A Stranger. Pick Up His Sword, Kill Him ,Then Take The Money And Go Towards
The City.
The City:
Go straight to the fountain, turn left, and go see the sea lion, who, in
exchange for money will give you some clues . Take his advice and go see
the magician (his shop is straight ahead from the fountain). Give him your
money, and he will teleport you to a magical place: The Cliffs
The Cliffs:
Go To Your Right And Stop Right Before The Big Rock. You're Going To Have
To Push It First, Then Jump Over It. Watch Out For The Rock Above Your Head
And Other Rock Slides. To Avoid Them Stop On Time And Hide In The Different
Recesses Of The Mountain. Pick Up The Rubber Gloves On Your Way, Then Look
For The Four Buttons On Your Left. Push Them In This Order To Activate The
Bridge: Button Four, Then One, Then Two. Keep Going To Your Right And Don't
Forget To Pick Up The Rope. To Get Rid Of "Electroman", Wear The Gloves And
Push Him Off The Cliff. Take The Strange Blue Stone And Go To Your Right.
You're Going To Have To Wear The Stone On Your Head. It Will Absorb The Fall
Of Another Stone That You"Ll Throw On The Big Rock. Cross The Rock Until You
Come To Another Chasm. From There Throw The Rope And Climb On It ("Jump"
Icon). Read The Inscription Engraved In The Cliff And Say Loudly: "Open
Sesame". Say Hi To The People Inside The Cavern. The Parrot Will Tell You
About A Fire Extinguisher And A Fan, Items You Will Need During Your Journey.
When You Get Back To The City, Go See The Magician, Give Him Some Money And
He Will Change You Into A Pig Head, Then Go See The "Cockroach-Guard" Who Is
Standing Next To The Sea Lion's Shop. He Will Let You Get By With Your Face
Of The Moment.
Fabuland:
Go Straight Pass The Musicians And Turn Right. The Hippie Guy Will Ask You
For A Recorded Tape (Say "Hi" To Him First). Keep Going To The Right. Near
The "Nose" You Will Find A Stack Of Stamps, Pens And Socks. Pick Up One
Of Each, Then Go Towards The Stairs And Jump (You Will Not Die). The "Lips"
Is Watching The Cellular Phones. To Get Rid Of Her, You Are Going To Have
To Get Rid Of The "Nose" First. Go Straight Towards The Ship And Pick Up
A Blank Tape On Your Left. Near The Musicians, There Is A Tape Recorder.
Go There And Insert The Blank Tape In It. On Your Left Pick Up Some Hay And
The Letter That's Laying On The Ground. Stamp The Letter ("Build" Icon) And
Insert It Into The Red Mailbox. Go To Your Left And Pick Up The Platter
(Watch Out For The Lava.), Then Go To See The "Nose" Again. To Fight Him,
Put The Hay In His Nose ("Insert" Icon) , Then Go Pick Up A Cellular Phone.
Next, You're Going To Have To Fight The Robot That's Guarding The Ship's
Entrance. For That, Fill Up The Sock With The Gold On Your Right ("Build"
Icon), Then Attack Him. Inside The Ship, Pick Up One Of The Board Then Drop
It Approximately In The Middle Of The Screen Near The Water ("Throw" Icon),
And Do The Same Thing With The Other Board. The Boards Being Too Short,
You're Going To Have To Place Them As A Reverse "T". Once The Bridge Is
Built, Go Pick Up The Gold Sheet On The Other Side And Get Out. Go Back To
The Musicians Area And Put The Cellular Phone In The Tape Recorder. To Do
So, Click On The "Push/Pull" Icon, Then On The "Inventory" Icon, And Finally
On The Cellular Phone. When You're Done, You'll Find A Recorded Tape In Your
Inventory. Bring It To The Hippie Guy Who, In Exchange, Will Give You Back
The Letter You Sent Earlier. It Contains A Magnetic Card That Opens The Door
Near The Band. But Before You Go There, Enter The Cavern First And Scream
For Help. The Wall Will Collapse And You'll Find A Bottle Of Acid. Pick It
Up Then Go Open The Door. On The Cloud, Back Up First A Little Bit To Have
Enough Space Then Pick Up The Bag Of Marble And Jump Off The Cloud. Go Back
Towards The Cavern And A Door Will Suddenly Appear On Your Right. Go Inside.
In The Next Room Throw The Acid Against The Wall And Insert The Gold Sheet
In The Hole That You Just Created Using The Push/Pull Icon. A Button Will
Appear On The Wall, Push It To Open The Gate. To Avoid The Electrocution,
Throw The Marbles On The Ground First, Then The Platter, And You'll Be Able
To Get Across. Pick Up The Fan, Then Open The Door With Your Paper Clip And
Get Out. You Will Be On The Same Road That Leads To The City. Go Back To The
Costume Shop And Buy The Dress From The Retailer Then Go Try It On In The
Back Room ("Wear" Icon). This Will Open The Door That Leads To Iceland.
Iceland:
Pick Up The Snowball And Throw It On The Ice-Monster. Without Meaning It,
You Will Save An Innocent Creature. Near The Big Ice Cube , Pick Up The
Deodorant- Spray, Then Go Talk To The Walrus. Tired Of Your Speech, He'll
Fall Asleep. Go Find The Eskimo, But Before, Don't Forget To Wear The
Deodorant (Or Your Smell Will Make Him Faint). He Will Propose You His
Fishing Pole In Exchange For A Fish. Leave That Screen And Look Around
For One. When You've Found It, Go Find The Board. To Catch The Fish, Stand
Near The Hole And Throw The Board. The Fish Will Be Trapped, And All You'll
Have To Do Is To Pick It Up And Bring It To The Eskimo. Take His Fishing
Pole And Return Near The Big Ice Cube. Make A Fire By Using The "Fight"
Icon With The Fishing Pole. This Will Melt The Ice, And You'll Set Another
Creature Free. Pick Up The Ashes And Walk Along The Left Side Of The Screen
Until You Find The Walrus. To Get Across, Walk On His Back, Then "Scream
For Help", And A Green Little Creature Will Help You Out This Time. Get
Inside The Boat, And After Your Unpleasant Experience, Throw The Ashes In
The Water. A Dragon Will Appear, And Will Give You A Ride To The Ice Castle.
Ice Castle:
To Open The Main Door, Push The Stalactites In A Decreasing Order (Like
The Penguins). Inside, Pick Up The Broom And The Dice. Roll The Dice On The
Table And Keep Going. The Main Hallway Hides The Entrance To Six Different
Rooms Where You'll Find These Following Items Using The Build Icon: A
Magnifier, A Jack, A Megaphone, A Gun (Use The "Fight" Icon And The Broom
To Reach It), A Stalactite (Use The Same Technique), And An Ice Cube. To
Make The Pulley System Work, Insert The Gun In Its Holster, Then Pick Up
The Mirror And The Tanning Oil That You Will Find On The Tray. The Opening
Of The Different Doors Is Not Simultaneous. You'll Have To Go Back And Roll
The Dice A Couple Times Before You Gain Access To All The Rooms. Once All
The Items Are In Your Possession, A Whistle Will Appear At The End Of The
Hallway. Pick It Up Then Take A Look Through The Glass Door. "Build" The
Whistle And The Megaphone Together Then Use It To Break The Glass ("Fight"
Icon) And Jump Through The Hole To Get To The Laser Room. To Destroy The
Laser That Protects The Gate, Place The Following Items Inside The Holes
In The Ground: The Magnifier, The Ice Cube, The Stalactite And The Mirror.
Begin With The Hole Where The Laser Beam Starts, Then Go Counter-Clockwise.
Once The Laser Is Destroyed, Insert The Jack Underneath The Gate To Open It.
In The Next Room, Avoid The Queen's Firing By Jumping At The Right Time,
Then Get On Her Throne. This Will Take You To A Different Room. To Get Rid
Of "The Hand", Wear The Tanning Oil, Then Go Look For A Match-Box. Pick It
Up And Keep Going Until You Get To A Bigger Room Where A Green Monster Is
Resting. Hide Behind The Pillar (Be Very Precise) And Wait For Him To Fall
Asleep, Then Quickly Insert A Match Between His Toes (If He Wakes Up, Just
Go Back Behind The Pillar And Try Again), And Light It Up Using The "Fight"
Icon. The Monster Will Escape Letting You Take The Fire Extinguisher.
From There, The Genie Will Take You Back To The Costume Shop. Go See The
Magician One More Time , And He Will This Time Teleport You To A Scary
Place.
The Cemetery:
Pick Up The Bone And Use It ("Fight" Icon ) To Get Out Of This One. Watch
Out For The Vampire. To Avoid Him, Go Behind The Grave You Just Got Out
Of, And Face The Tree. The Vampire Will Fall Inside The Hole. Pick Up
All The Items Laying On The Ground (Cymbals, Mirror, And The Shovel), And
Keep Going To Your Right. Hit The Vampire With The Shovel. On Your Right
Pick Up The Garlic And The Crucifix, Then Push The Tombstone On The
Vampire's Feet ("Push/Pull" Icon). Walk To The Right, Eat The Garlic And
Grab The Vacuum Cleaner On Your Way, Then Finish Up The Vampire By Attacking
Him First With The Crucifix And Finally With The Cymbals. Annoyed By You
Not Being Scared, He'll Quit His Job Which Allows You To Leave The Cemetery.
You Have Finally Reached The Castle Of Enchantia. Open The Gates And Go In.
The Castle:
Go To The Room On Your Left And Pick Up The Magic Ring Laying On The Floor,
Near The Fireplace, Then Get Out And Go To The Next Room On Your Left. In
The Library, Look For The Fake Book On The Second Shelf. Once You Have
Found It , Push It. It Will Open A Secret Passage That Leads You To The
Final Battle.
Enchantia:
Captured In A Magic Spell, You're Going To Have To Defend Yourself Against
The Witch. First Attack: Use The Vacuum Cleaner To Suck In The Spell
("Fight" Icon). Second Attack: Push The Handle On The Fire Extinguisher
("Push/Pull" Icon). Third Attack: Send The Spell Back Towards The Witch By
Using The Fan ("Fight" Icon). Enchantia Will Be Knocked-Out For A While.
Quickly Slip The Ring Around Her Finger ("Build" Icon) And You'll Be
Teleported To The Baseball Field Where You Started The Game.
The End
4/7/93-Bijan